Jump to content
  • 0

Patch 1.1.0 Updates Thread


Question

Hello Beta Patch folk!

 

Version 1.1.0 is almost ready for release. The Devs have been working on this patch for quite a while, and our QA team has been doing the best they can, but we would love to get your help again in seeing if anything has snuck by them.

 

You can find instructions on how to opt in to the beta branch on this thread.

 

Due to the quantity of fixes in this patch (there are well over 1000 fixes in this update), we won't be exhaustively listing them all out. Below are all of the features and a small subset of the fixes in this patch. We'll continue adding to this list as we near the patch release.

 

For those who have modded the game

You may have to uninstall or update your mod when you update the game as they may not be compatible with v1.1.0

 


Build 1.1.0.0034 Updates

The following are all of the updates that occurred between build 31 and build 34.

  • Fixed some Digsite Sublevel encounters that were not playing their emerges.
  • Null check fix in NavigationPath.ClearCorners which was occasionally causing transition / load failures booting back to main menu. (Forum log)
  • Fixed some Partial hair for Maia and Eder
  • Fixed all in-game achievement icons no longer displaying in the Achievement UI or the Achievement notification
  • ‘Start and Skip Intro’ localization added
  • Added some missing Korean Localization

 


Build 1.1.0.0031 Updates

The following are all of the updates that occurred between build 29 and build 31.

  • Potential fix for very long start-up time (before the Obsidian logo was shown)
    • If you were experiencing this bug, please let us know if this is resolved for you in build 31.
  • Removed the "Show News" game option, which in turn fixes the Disabled News bug
  • Fixed issue with opening the Options in the Prologue after Character Creation resetting the player's class when arriving to their body.
  • Fix party AI not reconnecting decision trees when dismissed and recruited. 
  • Various Partial hair fixes
  • Fixed the Ability Bar subrows flickering for 1 frame when you hovered over a spell level icon.
  • Hasongo, Ashen Maw, and Ukaizo are now flagged as "Critical Path" for level scaling purposes. 
  • Fixed issue where auto-granted abilities weren't added back when retraining.

 


Build 1.1.0.0029 Updates

The following are all of the updates that occurred between build 23 and build 29.

  • Companions now support Partial hair.
  • Mirke now has eyecolor
  • Dead body loot containers no longer display as unlooted after save / load or area transition.
  • Removed AnimationControllerPlayer leak that was likely causing the game to run slow after 4+ hours of play. 
  • Fixing HD Weapon textures not loading in paper doll.
  • All encounter changes for PotD are now in.
  • Correction! Maia will no longer leave the party right after entering The Brass Citadel, but will do so when the player approaches the Powderhouse.

  • Ship combat balance and combatant count updates:
    • Made Closing to Board less punishing for players by lowering the base damage values for hull, sail, and crew damage.
    • Increased damage for ramming ships (both to the rammer and rammee).
    • Reduced the accuracy given per rank of cannoneer.
    • Reduced Ship health by ~20%.
    • Added opponent deck defender count to ship duel UI.
    • Globally Updated ship combats to have a 1:1 ratio of combatants to crew. Enemy Ship Defenders are now shown separately.

 


Build 1.1.0.0023 Updates

Please note that this is just a fraction of the changes made, we'll be updating this post to be more inclusive of all the changes soon.
 
New Features & Updates
  • Intro Skip Added
    • There is now a Start & Skip Intro button that brings the player directly to the second level of the game.
    • This feature becomes available after you have played through the intro once, or loaded a save (after getting the update).
  • Veteran & PotD Balance Improvements (Still in Progress!!)
    • Armor and Penetration now scale up on PotD.
    • Many encounters have had units swapped out for tougher versions.
    • Some encounters have had units added or set to ambush the party during the encounter.
    • In Progress: Build 23 does not yet contain our updates to the following areas, these should be in our next update to the beta
      • Hanging Sepulchers
      • Hasongo
      • Cliffside Temple
      • Drowned Barrows
      • The Ashen Bridge
      • The Jagged Keep
      • Lair of the Ancient
      • Poko Kahara
  • AI support and updates:
    • All Conditionals have now been categorized in the Custom AI menu
    • The AI Toggle button on the ability bar now supports cycling through: Attacking while using Abilities, Attacking while not using Abilities, and Not using AI
    • The following actions can now be conditionalized in Custom AI: Using Consumable quick slot items, Activating Modals, Switching Weapon Sets, and Basic Weapon Attacking
  • Ship Resupply
    • A  new "Refill Ship Supplies" button can now be used to conveniently purchase ship supplies from any storefront that sells Medical Supplies, Cannon Shot, and Repair Supplies
  • World Map Legend Added
    • A new Map Legend has been added that allows all icons on the World Map to be filtered by category
  • Character Appearance Improvements
    • Character Appearance can now be changed in-game via the Appearance button on the Inventory screen (Player and adventurers only)
    • Character Hairstyles are now rendered naturally with some Hats (Player and Adventurer only for now, companions coming before we launch the patch)
    • Eye Color customization has been added.
  • Graphics options expanded
    • New Toggles have been added to the Graphics menu to enable/disable certain visual features.
  • News Feed Updated
    • The News Feed on the Main Menu has been revamped to include links to the latest articles, DLC, and social media

Major Issues

  • Leveling up characters with bonus weapon sets no longer causes a black screen
  • Resolved an issue that blocked users with certain permissions from loading saves.
  • Creating a multiclass character with spells and non-spell abilities no longer blocks character creation.
  • Many edge case crashes (reported by users) have also been resolved.

General Issues

  • Retraining a character (Respec) will no longer remove learned talents & abilities such as watcher abilities nor purchased skill bonuses
  • Ships on the world map no longer move while time is stopped (If the player's vessel is not moving)
  • Watcher's can no longer purchase more supplies than their ship can hold
  • Eder & Xoti no longer repeat the same banter over and over.
  • And many many others! (We will continue to add the most prevalent ones to this list)
Quest Issues (Potential Spoilers!)
  • Sealed Fate now fails if Degnos dies before the quest is completed.

Edited by David Benefield
Updating spoiler that said the bug instead of the fix.
  • Like 34
Link to post
Share on other sites

Recommended Posts

  • 0

Xoti dialogs after she harvest ghosts still dont work. Nether a some over dialogs of companions. WANT TO TALK flash and generic dialog starts. Will this bug even be acknowledged ever? 

Edited by Dopsim
  • Like 1
Link to post
Share on other sites
  • 0

 

Russian community need localization fix

I agree. I hope they make it.

 

 

 

The german Community do a lokalisation fix per mod by himsself :-D

 

Oh look a russian lokalisation fix :x

 

https://www.nexusmods.com/pillarsofeternity2/mods/42

Edited by Glurak
  • Like 1

Twitch channel https://www.twitch.tv/gluurak

My Pillars of Eternity Let's Play playlist: http://bit.ly/2tlcVR5

My Youtube Channel: https://www.youtube.com/GlurakLP

My Suikoden German Translation Project: http://www.snes-projects.de/forum/index.php?page=Thread&threadID=3131

Link to post
Share on other sites
  • 0

Do any of these changes "mandate" a new game? I just started over (bugged game thanks to a mod) and would like to know if I should start over again. I'm not off newb island yet.

Link to post
Share on other sites
  • 0

Xoti dialogs after she harvest ghosts still dont work. Nether a some over dialogs of companions. WANT TO TALK flash and generic dialog starts. Will this bug even be acknowledged ever? 

Ahh, so it is a bug, I just thought I did something wrong.

 

Anyway, the Engwithan digsite lower level transition now crashes the game for me while it didn't before.

Edited by Osra
Link to post
Share on other sites
  • 0

Some hairstyles (or is it the hat's fault?) still have bald patches when wearing hats:

 

 

LRNk08hh.jpg

gbiEUr4h.jpg

Ptz5Zi8h.jpg

 

 

Edited by Aramintai
  • Like 1
Link to post
Share on other sites
  • 0

I've problem with AI Editor. I cnnot see any spells for wizard, so for this class is useless. Only options I got is set of weaopns or item. For other classes everything works perfectly well.

  • Like 1
Link to post
Share on other sites
  • 0

The beta patch fixed 2 Aloth's conflicting dispositions by removing one, but now he has too few dispositions and only 2 of those are positives. How are we supposed to raise rep with him if he has so few things he likes?

It's not fair when other companions have so many:

5QM1QqBm.jpg

jhSci5Pm.jpg

lZzOnHym.jpg

While Aloth only has 5:

U0vSp4Im.jpg

 

He should at least have a positive anti-Leaden Key disposition when he's anti-Leaden Key, or positive pro-Leaden Key disposition when he's pro-Leaden Key. But more positives should be added as well, maybe Skulduggery, Progressive and Resourcefulness. 

Edited by Aramintai
  • Like 12
Link to post
Share on other sites
  • 0

 

I'm definitely on version 1.1.0.0023, but I don't have the "start and skip intro" button. I actually have a blank space between "start game" and "cancel" where the button should be when I try to start a new game.

 

Looks like you have to play through the intro at least once after installing the patch. I played through the intro once, and the button to skip appeared the next time I started a new game. (I'm fine with this, would be a good addition to the patch notes though.)

 

 

Thanks! I had to hunt down a programmer, but you are correct. You either have to go through the intro once (post patch) or load a save. I'm adding that to the update list now.

  • Like 1
Link to post
Share on other sites
  • 0

Adding a blurb about the mysterious 'In progress' part of PotD, here's what's still in progress:

 

In Progress: Build 23 does not yet contain our updates to the following areas, these should be in our next update to the beta

  • Hanging Sepulchers

  • Hasongo

  • Cliffside Temple

  • Drowned Barrows

  • The Ashen Bridge

  • The Jagged Keep

  • Lair of the Ancient

  • Poko Kahara

  • Like 2
Link to post
Share on other sites
  • 0

On Aloth, not only does he have way too few things on offer, pro duty imo conflicts with pro automomy and anti tradition. He could be progressive, worldly, possibly resourceful/skulduggery (he seems to like dressing up as Arkemyr, not to mention his own antics). Irresponsible and Dutiful could be scrapped and replaced with "Responsible". He doesn't need to judge people for being irresponsible since it's often a bit silly esp. as he doesn't react negatively to slavery/racism/abject poverty etc. He's an intelligent, well read, educated, well -travelled guy who's experienced a lot, so I feel there's more to him than the game is providing.

  • Like 13

nvAeseu.png

Link to post
Share on other sites
  • 0

On Aloth, not only does he have way too few things on offer, pro duty imo conflicts with pro automomy and anti tradition. He could be progressive, worldly, possibly resourceful/skulduggery (he seems to like dressing up as Arkemyr, not to mention his own antics). Irresponsible and Dutiful could be scrapped and replaced with "Responsible". He doesn't need to judge people for being irresponsible since it's often a bit silly esp. as he doesn't react negatively to slavery/racism/abject poverty etc. He's an intelligent, well read, educated, well -travelled guy who's experienced a lot, so I feel there's more to him than the game is providing.

I have to agree. 

 

I'd also add that it looks like it's very easy to gain his disapproval now. I'd had him in my party approximately ten minutes and had one conversation with him when his approval was already at -1 and he voiced his concerns about how I'm being way too traditional-minded. I'm assuming that's not supposed to happen.

  • Like 2
Link to post
Share on other sites
  • 0

 

the nerf to whispers of the endless path seems stupid...makes the sword pointless

"iroll20s" if you can't handle OP toys being taken away from you.

 

It's not so much the sword being OP, as there being absolutely no reason to take it now. It does half of normal greatsword damage, but attacks twice. Now, it just does half of normal greatsword damage. What's the point in keeping it, again? 

  • Like 1
Link to post
Share on other sites
  • 0

 

 

the nerf to whispers of the endless path seems stupid...makes the sword pointless

"iroll20s" if you can't handle OP toys being taken away from you.

 

It's not so much the sword being OP, as there being absolutely no reason to take it now. It does half of normal greatsword damage, but attacks twice. Now, it just does half of normal greatsword damage. What's the point in keeping it, again? 

 

Did they remove the AoE? If not, then there's your answer.

  • Like 1
Link to post
Share on other sites
  • 0

 

 

 

the nerf to whispers of the endless path seems stupid...makes the sword pointless

"iroll20s" if you can't handle OP toys being taken away from you.

 

It's not so much the sword being OP, as there being absolutely no reason to take it now. It does half of normal greatsword damage, but attacks twice. Now, it just does half of normal greatsword damage. What's the point in keeping it, again? 

 

Did they remove the AoE? If not, then there's your answer.

 

Well for a sword you can get only by making kinda major staff in previous game it's kinda weak. Especially when you need to spend gold for it in this game . I doubt anyone gonna use it now. 

Edited by Dopsim
  • Like 1
Link to post
Share on other sites
  • 0

Would it be possible to keep toggled weapon modal abilities on after switching weapons?

 

 

I really see no need to keep turning manually the modal abilities after every weapon switch.

  • Like 1
Link to post
Share on other sites
×
×
  • Create New...